@ Hack 1 - Making the game use a enlarged tileset
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To enlarge the major tileset like in Fire Red, we must edit this routine. It looks way too different from Ruby's uh? Well, this is because later games were

more protected. Below I've commented the parts to hack to make it load the major tileset like Fire Red.

Unfixed Issues- When you enter Mauville or some other city with loads of animations in Tileset 2 the map becomes screwed up. To fix this you need to edit your animations, Juan's tutorial mentions how to do that, you just need to change the VRAM address for the animation as well of Tileset 2.
Edit: Did more research and found out that cities which was screwed up was due to the large second tileset. So, once you apply this hack - your Tileset 2 cannot be large like Slateports' or Mauvilles' as in Fire Red no tileset 2 is that large.

The reason why, is because when it because large it overwrites the empty data used for the screen and the Town/City/Route label hence causing a weird display. If you don't understand what I'm saying just go study Fire Red in the Tile Viewer for char bases 0x06000000, 0x06004000, 0x06008000. You'll see that no tileset reaches 0x06008000 but when you apply this hack on Ruby and you check char base 0x06008000 - there's tileset data there.

- Tileset 2 tiles are all in a mess, this is because when we changed the location for where Tileset 2 begins in the VRAM to it's new place, the block data still used the original unchanged location. I'll fixed this soon.
Edit: That's wrong XD, everything is fine but you need to redo your tiles in Advance Map's Block Editor

Finally, the animation routines for your previous tileset 2 must be edited to reflect the changes in this hack

This is what I did just now, from what you can see it's from my private home made documentation of all the stuff I hack, I decided to release this to the public... Have fun as always give credit and don't claim this as your tutorial